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Spells configuration version 2 (effect-based)
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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@@ -43,7 +43,6 @@ struct Bonus;
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struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct BattleStacksRemoved;
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struct StackLocation;
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class CStackInstance;
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class CCommanderInstance;
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@@ -134,20 +133,17 @@ public:
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virtual void battleNewRound(int round) override;
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virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog) override;
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virtual void actionStarted(const BattleAction &action) override;
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virtual void battleNewRoundFirst(int round) override;
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virtual void actionFinished(const BattleAction &action) override;
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virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
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//virtual void battleTriggerEffect(const BattleTriggerEffect & bte);
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virtual void battleStacksRemoved(const BattleStacksRemoved & bsr) override;
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virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override;
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virtual void battleNewStackAppeared(const CStack * stack) override;
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virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
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virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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virtual void battleAttack(const BattleAttack *ba) override;
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virtual void battleSpellCast(const BattleSpellCast *sc) override;
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virtual void battleEnd(const BattleResult *br) override;
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virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override;
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virtual void battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog) override;
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virtual void saveGame(BinarySerializer & h, const int version) override; //saving
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virtual void loadGame(BinaryDeserializer & h, const int version) override; //loading
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